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Hello Everyone! Hope you all are doing great and welcome to another #Splinterlands post.
Today I wanted to do another #Splinterlands Card Spotlight, and this time I picked a card that isn't all about huge damage numbers. Instead, it's a card that keeps your whole team alive.
The card is Sira.
Sira is a Legendary Earth unit, and after reading all of its abilities, I can honestly say this card looks like one of the strongest support monsters available for the Earth element.
It doesn't need crazy attack power to be useful. Its abilities alone can completely change how a battle goes.
The first thing that caught my attention was the artwork.
Sira has a really unique design compared to many other Earth cards. It looks calm and wise instead of looking aggressive, which actually matches its role pretty well.
Its mana cost is only 4, making it much easier to fit into different team compositions.
Whenever I see low mana legendary cards, I usually expect them to have strong utility instead of raw damage.
After reading the abilities, I understood why.
This card is all about protecting teammates and giving your lineup another chance to win.
饾悁饾悰饾悽饾惀饾悽饾惌饾惒 饾煆: 饾悅饾悮饾惁饾惃饾惍饾悷饾惀饾悮饾悹饾悶
Camouflage: Cannot be directly targeted unless in the first position.
The first ability is Camouflage.
This means Sira cannot be directly targeted unless it moves into the first position.
I really like this ability because support monsters usually become the enemy's first target.
With Camouflage, Sira can safely stay hidden in the backline while continuing to help the team.
That alone already makes it much harder for opponents to remove it early.
饾悁饾悰饾悽饾惀饾悽饾惌饾惒 饾煇: 饾悞饾悺饾悽饾悶饾惀饾悵 饾悥饾悮饾惈饾悵
Shield Ward: At the start of battle, the unit in front of this unit gains Shield.
The second ability is Shield Ward.
At the beginning of battle, the monster directly in front of Sira gains Shield.
This is honestly a very nice ability.
Giving your frontline extra protection right from Round 1 can make a huge difference, especially against melee or ranged attackers.
Sometimes surviving just one extra hit is all you need to completely change the battle.
饾悁饾悰饾悽饾惀饾悽饾惌饾惒 饾煈: 饾悆饾悶饾悷饾惀饾悶饾悳饾惌饾悽饾惃饾惂 饾悞饾悺饾惈饾惃饾惍饾悵
Deflection Shroud: At the start of battle, adjacent units gain Deflect.
The third ability is Deflection Shroud.
At the start of battle, adjacent allies gain Deflect.
I really enjoy abilities that improve multiple teammates instead of just one.
Deflect can protect nearby units from certain reflected damage situations, making your formation even stronger.
It's another reason why positioning Sira correctly becomes really important.
饾悁饾悰饾悽饾惀饾悽饾惌饾惒 饾煉: 饾悜饾悶饾惉饾惍饾惈饾惈饾悶饾悳饾惌
Resurrect: Resurrects an allied unit once per battle with 1 health and 100% armor. All magic debuffs are removed, and all magic buffs are reapplied. Resurrected units skip their turn.
Finally comes probably the strongest ability on this card, Resurrect.
Once per battle, Sira can bring back one defeated ally with 1 Health and full Armor.
That can completely turn a losing battle into a winning one.
Imagine your strongest tank getting defeated, then suddenly coming back into the fight.
Moments like that are exactly why support cards become so valuable.
I always enjoy seeing Resurrection abilities because they usually surprise the opponent too.
饾悥饾悺饾悶饾惈饾悶 饾悎 饾悡饾悺饾悽饾惂饾悿 饾悞饾悽饾惈饾悮 饾悈饾悽饾惌饾惉 饾悂饾悶饾惉饾惌
Personally, I think Sira works best in defensive teams.
It doesn't need to deal massive damage because its job is helping everyone else survive longer.
I would probably place it somewhere in the middle or backline where Camouflage keeps it protected while all its support abilities continue working.
Earth teams already have several durable monsters, and adding Sira behind them sounds like a really solid strategy.
饾悡饾悺饾悽饾惂饾悹饾惉 饾悎 饾悑饾悽饾悿饾悶
After looking through everything, these are my favorite parts:
Low mana cost for a Legendary card.
Camouflage keeps it safe.
Shield Ward protects your frontline immediately.
Deflection Shroud helps nearby allies.
Resurrect can completely swing a battle.
Honestly, that's an impressive list for only 4 mana.
饾悡饾悺饾悽饾惂饾悹饾惉 饾悎 饾悆饾悽饾悵饾惂'饾惌 饾悑饾悽饾悿饾悶
Of course, no card is perfect.
Some small weaknesses I noticed are:
Doesn't focus on dealing heavy damage.
Needs smart positioning to maximize its abilities.
Resurrect only activates once.
Can lose value if forced into the front position.
Still, those weaknesses aren't very big considering how much support this card provides.
饾悅饾悗饾悕饾悅饾悑饾悢饾悞饾悎饾悗饾悕
After spending some time looking at Sira, I honestly think this is one of the most interesting support cards in the Earth element.
It protects teammates, hides itself using Camouflage, grants Shield, provides Deflect to nearby allies, and even brings back a fallen monster.
That's a lot of value packed into one card.
Cards like this remind me that #Splinterlands isn't always about finding the monster with the biggest attack.
Sometimes the card that quietly supports everyone else is the real MVP of the battle.
I'll definitely be hoping to use Sira someday because I think it could fit into a lot of Earth team strategies.
Anyway thats it for today鈥檚 #Splinterlands grind. Please do give your reviews in the comments section below. I would really appreciate it :)
I'll be back with another one soon. So do follow me if you want to stay updated. Till then, Stay Happy and Stay Hydrated.
THUMBNAIL IS EDITED IN CANVA
IMAGE SOURCE IS GIVEN BELOW